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No Screenshots 
all I've done is take out all the death pits and ambushes because you play quake like a grandma 
Plus You're All "why Don't You Go Have A Vacation" And Stuff 
 
FifthElephant - DRM 
I have bought some things on Steam (I think something like 30 premium titles or so) however their DRM is generally acceptable to me because it does have a offline mode that actually works. That's one of my few exceptions to the rule.

I do the no-cd route because I know that over time a CD will eventually wear out over time (scratches and so on) so I would rather that I handled them as little as possible. I do the same with my music CD's, I have a old Samsung tablet that I have hooked up to my stereo just to stream music off of my NAS and have some remote operating software so that it can be controlled from almost anywhere. It has the added benefit of someone else being able to hook up their MP3 player to it and play that instead.

I was referring more towards hard copies (CD\DVD) of software in general. Speaking of "General" one of the reasons that I took this route was because I lost the CD key to C&C: Generals and so I have the 2 disks with no key which renders it useless as it's asked for during the install. I should probably go and look for either a hacked copy or a CD key but honestly I'm not all that interested in that game anymore and probably part of that is that I can't play it anymore as it stands.

Meanwhile my copy of Quake 1.0.1 (bought directly from iD in the original cardboard case soon after it launched) works just fine as do the expansion packs. I do understand why some DRM is used but honestly that's only going to stop the "Casual" pirate. 
Lun 
where in argentina are you? I would love to have 3 months to spend there. Only got do 1 week though although considering going back just to check out Patagonia exclusively. 
Re: Those Models 
He has added a new skinmap/skin for the grunt:

http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html

Whilst I'm not too sure about the face, I think it's fair to say that it's overall tastefully done and faithful to the original! 
 
Looks like in between base defenses, grunt's been hitting the gym. Looks good though. 
Those Models Are Great 
Though I don't really like the face on the new grunt skin. It looks... too 'pronounced' perhaps? Sort of reminds me of Preach's Metlogre. Do the skins have the correct aspect ratio (power of two)? I hope he doesn't get lost in reskinning over completing the rest of the models. Definitely looking forward to seeing the next one. And the tarbaby model of course!

Maybe would be cool to add the actual weapon models to the player's attack animations, e.g. rocket launcher etc., like the player.mdl that came with CTF? or which mod it was. 
Skins Are 256x256 
Also, you know you are in good hands when he says stuff like this:

The other reason I am making the textures this size is because I like to play quake with gl_texturemode set to gl_nearest, to emulate the look of software quake. Higher resolution textures don't match up with the other textures in the game, especially when you can see the pixels clearly.  
He Gets It. 
 
Tarbaby... 
is the worst damn enemy in the game, hate hate hate! 
Tarbabiezzz 
Haha, ijed figured it out. In Schism we put a delay between jumps which makes all the difference. In Quake it basically bunnyhops and becomes a loose projectile. Next we made it so it starts of large and splits into smaller parts as you drain the health. It suddenly became one of my fav enemies. 
Forum Post: 
http://spiney.me/schism/forum/index.php?topic=303.0

I'll post the jump delay code there if anyone wants it. It's very simple stuff, but completely changes the enemy. 
Ijed 
it sounds interesting enough. I think my hatred of them probably stems a lot more from their usage in 3rd party maps as you say. But also I think my dislike of episode 4 (some of the traps and stuff are cool, but it's the weakest episode IMO) has a part to play.

I like your ideas though, getting the fun/challenge balance right is always difficult.
I have some new enemy ideas btw, any idea if anyone is still working on Quoth? I'd love to model some stuff up and have them included, personally I think Quoth should be the go-to mod for the sake of conformity. 
 
rock solid work on the updated models/skins. I don't envy trying to add polys to the player's face. We've got weirdly attached to old cereal box head these past almost 20 years, almost anything that isn't exactly the same is going to feel weird. 
Tarbabies Are Great 
Because they force players out of their comfort zones. An element of randomness in an otherwise routine gameplay scenario, and potentially deadly. However, this is also the very reason most players dislike or hate them. But isn't it great that, even after all the years, there's still something that makes people uneasy - a little bit like when we first encountered Shamblers and Archviles back then and how terrified it made us, while today they are danced away and treated like any other enemy.

As for Episode 4, the first few years I also considered it the weakest of them all. Reminded me of Doom's Inferno in the sense that it seemed like another example of dumping (Peterson's) maps that didn't fit anywhere else. But I've since come to like it a lot, not despite its strangeness but because of it. Ironically, whenever people talk about what makes Quake great they often mention things like strange, arcane and otherwordly places and supposedly Lovecraft-inspired themes - all of which is represented by E4, strongly condensed in it. Yet, when it comes to actually playing it, people like it least.

I'm not fundamentally opposed to so-called tamebabies like necros introduced them first, but one has to keep in mind they are different and remove a lot of the tension that original tarbabies create. 
Neg 
I do agree somewhat. Maybe the other episodes would have benefited from the "tricksyness" of petersons maps, but peterson's maps weren't as pretty as the other episodes. I'm pretty sure this is all covered in Masters of Doom actually (it's a good read). 
Quake E4 
was the best episode. 
Capnbub Model Update 
The Face Bugs Me 
but the model owns! 
Wish Me Luck As You Wave Me Goodbye, 
Cheerio, here I go, on my way...

OK, it's 'honest injun' time; I no longer play Quake and have not done so for three or four years now. I did occasionally load up new levels and no-clip through to look around them but that didn't last long, and I even stopped mapping altogether for quite some time.

However, I always did enjoy knocking brushes together and so, on and off for the last couple of years, I have continued playing with the editor, and even 'toyed' with qc when it seemed right to do so. And of course, I never stopped visiting Func, especially when I needed help! But the trouble is that I go so long between mapping sessions that I usually have forgotten what I was doing or even how I was doing it.

This map (will you please welcome, from Norway, Mr and Mrs Tevvamap and their errant son Lars) has come out of a large map I had been playing with about four+ years ago where I was into big maps and wanted to create something that took up the whole 4096 x 4096 area (not cube). Obviously, it ended up breaking lots of limits and I eventually admitted defeat, cut it in half and released a finished map called FMB-BDG. But of course, I then continued to play around with the remaining half because I �couldn't let it lie�.

Unfortunately, this other 'half' also became too big for a single map and I have split it again. So, we now have a sort of FMB-BDG The Sequel, comprising of three maps; the original and two follow-ups. But you need to remember that they really were once upon a time all one interconnected map, and on top of that, the third map still breaks limits. Also, it's worth pointing out that when this was one large map, I found weapon-spacing quite difficult to manage - you have to tone down the monsters in line with the available weapons but then end up spending too much time with lowly monsters, creating somewhat imbalanced gameplay. To compensate, I have introduced a new trigger_bastard whereby... well, you'll find out if you play the map.

Anyway, also unfortunately, properly finishing it has become a bit of a chore (or maybe an albatross) and I have just run out of steam. It is too much work to throw away; it is too much work to properly complete. It is very definitely playable as it is and I think most will enjoy it. It still has music, which I remember was 50/50 liked/loathed, it still breaks limits but plays just fine in FitzQ, and the ending is weak. I've tweaked things in qc (amateurishly) that purists will moan about, and introduced nothing particularly new - it's just more same old FMB stuff. Oh, but I fixed the couple of problems that existed in FMB-BDG part one. If you play it with an open mind, I think it will provide 45-60 minutes of fun unless you find and use all the short-cuts. Oh, and some short cuts may lead to a dead-end - just like in real life - as I have not accounted for speed runners, trick jumpers or plain old thickos. I haven't got a clue whether or not this will play in other engines (I know fog will likely be an issue), so my advice is to use Fitzquake085. The map will be in News soon.

Regardless, it's been great fun over the years, some sixteen of them now. I have been coming here since day one, as well as the forum that preceded this one (can't remember the name). Thanks to everyone who has offered help and guidance during my visits. There are some great characters that frequent this site and they always make it interesting, although I still cannot comprehend why there is such vitriol at times. But I have just grown out of Quake. I am a big boy now and have other toys to play with (strains of Puff the Magic Dragon are playing in the background as tears roll down the cheeks). Hope someone gets some fun out of this last, albeit not quite finished effort. Also, hopefully, someone will be kind enough to put the file up on one of the Quake sites.

Who knows, perhaps one day we'll all meet again outside that final Gold Key Door in the sky. Cheers, it's time for me to go. 
Well 
It's a sad day when you have to permanently admit that further creations from someone whose creations you are interested in, are no longer going to appear.

But on the other hand, I understand why it makes sense to do different things; I've talked to others about pressures on keeping this interesting and or just use of free time after all these years.

I am a big fan of the idea of shared imaginative space, as... imaginative... as it utlimately is. I'll raise a glass at the celestial skull arch, where the scrolling blue sky meets the purple.

And I'll definitely look forward to playing this final piece. I've been interested since the first screenshot. 
Nitin 
In BsAs with Simon, until 3pm, when I catch a bus down to Patagonia. :)

If you do, bring decent cold weather hiking stuff, even in summer. I haven't, and a lot of really neat trails are closed to me because I'm a terrible planner. 
...more Same Old FMB Stuff... 
Sounds great to me! Thank you, Sir Woodham, for all that you have brought to the Quake table. I can't wait to savor your last repast and wish you nothing but good times in your future. Cheers! 
TL, DR: 
Mike rocks, his maps rocked, a great longstanding contribution to the scene :) 
 
ugh, i'm rusty. great stuff :D 
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